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Pemalite said:


No. You cannot have a dynamically allocated amount of Ram for the OS/Game, the console is far to limited in memory space and would make it a nightmare to program for, it would be like playing a level and suddenly all the textures drop to a PS2-like quality level as the OS demands more Ram. - Has that ever happened? No? Because it's not how it works, you're indeed wrong on this untill there is some solid information to prove otherwise.

However, what Nintendo *can* do and you seem to be completely missing the point on is Nintendo can reduce it's OS memory consumption via updates over time, much like how Sony and Microsoft did with the PS3 and Xbox 360 respectively, today Developers have access to 1Gb of Ram, in 6 months time they might have access to 1.5Gb of Ram, but it's not a Dynamic amount, far from it, it would literally be asanine in a console to do that.
PC's can get away with it because they can have several multiples more Ram than the Wii U or PS4 and large caches on other fast storage devices.

As for the GPU, I'm talking in relative performance, you have a fixed amount of transisters and voltage to work with and you need to make sure fabrication yields are high in such a cost sensitive device, hence from a performance perspective it can't be a Radeon 6670, it's going to be less and even if the Wii U did have a Radeon 6670? Integrated Graphics can still be faster these days.

Don't get me wrong, I wouldn't mind the Wii U having a crap load of compute power, but you can't expect a 10x fold increase over the PS3/360, it's not going to happen, those consoles GPU's despite old were at-least high-end once, the Wii U has a low-end GPU whichever way you cut that cake.

why would i expect a 10x fold increase. even the ps4 is only a 4.5x over the ps3, if you count raw gigaflops. the wii was 20x less than ps360 with different architeture. now wii u should be 2x less than nextbox and 3x less than ps4 tops, see the difference?